Blender Exporter 0.2 alpha release
Blender Exporter 0.2 alpha release
Since I don't think there is one of these around yet...
Here's a blender export script. My test runs so far have been sucessful, but I could really use some feedback and in-the-field testing.
Currently, only NFO export is supported, but the animation shouldn't be too far off.
Here's a blender export script. My test runs so far have been sucessful, but I could really use some feedback and in-the-field testing.
Currently, only NFO export is supported, but the animation shouldn't be too far off.
- Attachments
-
- GenBlender-0.2.zip
- Blender 2.46 .NFO exporter.
- (6.46 KiB) Downloaded 218 times
"So, what's the life of a programmer like?" "...Huh? What life?!"
RF System X:
http://www.realityfactory.info/forum/vi ... f=9&t=3599
RF System X:
http://www.realityfactory.info/forum/vi ... f=9&t=3599
Re: Blender Exporter 0.2 alpha release
YAAAAAAYY!!!!
*Runs around in a circle waving arms*
YAAAAAAYY!!!!
FINALLY!!YAYAYAYAYAAAAAAAAY!!!
lol, thank you very much bro, this will be awesome.
*Runs around in a circle waving arms*
YAAAAAAYY!!!!
FINALLY!!YAYAYAYAYAAAAAAAAY!!!
lol, thank you very much bro, this will be awesome.
Once I was sad, and I stopped being sad and was awesome instead.
True story.
True story.
Re: Blender Exporter 0.2 alpha release
You're welcome.zany_001 wrote:YAAAAAAYY!!!!
*Runs around in a circle waving arms*
YAAAAAAYY!!!!
FINALLY!!YAYAYAYAYAAAAAAAAY!!!
lol, thank you very much bro, this will be awesome.
I recently had a data disaster and lost the latest version, which 'nearly' had support for animations. Good thing I remember what needs to be done...
Anyways, the animation will still be a bit longer, but hopefully not too long.
I'm also planning to add support for generating AStudio project files... If I recall, they can be used with ActBuild on the command line, right?
Last edited by Graywolf on Sun Jul 13, 2008 12:37 am, edited 2 times in total.
"So, what's the life of a programmer like?" "...Huh? What life?!"
RF System X:
http://www.realityfactory.info/forum/vi ... f=9&t=3599
RF System X:
http://www.realityfactory.info/forum/vi ... f=9&t=3599
Re: Blender Exporter 0.2 alpha release
very useful, i love Blender and hope you will finish your work early
Re: Blender Exporter 0.2 alpha release
yay!!! I love blender and I've gotten way better at modeling !
I didn't know how to get models into RF thats the only reason I didn't use it now I can use it and try out my game design ideas !!! WHOOT!! hopefully you can get animation support ! Thank you for making this wonderful gift !! (if you present this to the blender community I'm pretty sure you could single handedly revive this place)
I didn't know how to get models into RF thats the only reason I didn't use it now I can use it and try out my game design ideas !!! WHOOT!! hopefully you can get animation support ! Thank you for making this wonderful gift !! (if you present this to the blender community I'm pretty sure you could single handedly revive this place)
Re: Blender Exporter 0.2 alpha release
yeah....that pain in the backside thing they call a game engine is so far behind Rf.....they should just jump at the chance for something usefull.
Re: Blender Exporter 0.2 alpha release
Graywolf, you should also know that this exporter will probably work with the Jet3d engine since it's Actor Studio program also excepts Genesis3d NFO files and with a little tweaking of the data you should be able to add support for Jet3d's weighted vertices.
This is what the vertex data from the G3D NFO file format looks like:
Vertex List
Number of Vertices = 519
-2.140074 -4.829279 9.433767 0.907938 0.646101 1.082276 Bip01 Spine1
-3.999563 -3.373200 8.874804 0.842405 0.995786 0.656621 Bip01 Spine1
-5.064783 -0.656885 9.563820 0.068609 1.073452 0.000001 Bip01 Spine2
-2.068233 -3.907622 5.689651 0.064629 0.670174 0.826667 Bip01 Spine1
This is what the vertex data from the Jet3d NFO file looks like:
Vertex List
Number of Vertices = 519
0 5.444512 -0.589811 45.021313 0.908047 0.646114 1.082143 1.000000 Bip01 Spine1
0 3.849432 -2.387472 44.683033 0.842452 0.995797 0.656496 1.000000 Bip01 Spine1
0 1.616868 -2.985913 45.680084 0.068605 1.073453 -0.000009 1.000000 Bip01 Spine2
0 4.569498 -0.946196 41.282448 0.064738 0.670177 0.826655 1.000000 Bip01 Spine1
0 1.242938 -3.082367 41.051338 0.044648 1.038436 -0.000006 1.000000 Bip01 Spine1
The above example doesn't have vertex blending but it does show the added parameters.
The 0 at the start of the line indicates vertex groups. A new group is started when the value is 0. If all values are 0 then there are no vertex groups. If the value is not equal to 0 then that vertex is added to the group. And the added 1.000000 parameter is the weight of the bone, 1 is full weight and 0 is no weight.
Here is a made up example since I don't have any weighted models:
Vertex List
Number of Vertices = 519
0 5.444512 -0.589811 45.021313 0.908047 0.646114 1.082143 0.250000 Bip01 Spine1
1 5.444512 -0.589811 45.021313 0.908047 0.646114 1.082143 0.750000 Bip02 Spine1
0 3.849432 -2.387472 44.683033 0.842452 0.995797 0.656496 1.000000 Bip01 Spine1
0 1.616868 -2.985913 45.680084 0.068605 1.073453 -0.000009 1.000000 Bip01 Spine2
0 4.569498 -0.946196 41.282448 0.064738 0.670177 0.826655 0.700000 Bip01 Spine1
1 4.569498 -0.946196 41.282448 0.064738 0.670177 0.826655 0.300000 Bip02 Spine1
0 1.242938 -3.082367 41.051338 0.044648 1.038436 -0.000006 1.000000 Bip01 Spine1
Also at the start of the file you need to change NFO 2.0 to NFO 2.1 to tell Jet3d this file contains weighted vertices.
It would be nice if you made a Jet3d version with weighted vertices.
This is what the vertex data from the G3D NFO file format looks like:
Vertex List
Number of Vertices = 519
-2.140074 -4.829279 9.433767 0.907938 0.646101 1.082276 Bip01 Spine1
-3.999563 -3.373200 8.874804 0.842405 0.995786 0.656621 Bip01 Spine1
-5.064783 -0.656885 9.563820 0.068609 1.073452 0.000001 Bip01 Spine2
-2.068233 -3.907622 5.689651 0.064629 0.670174 0.826667 Bip01 Spine1
This is what the vertex data from the Jet3d NFO file looks like:
Vertex List
Number of Vertices = 519
0 5.444512 -0.589811 45.021313 0.908047 0.646114 1.082143 1.000000 Bip01 Spine1
0 3.849432 -2.387472 44.683033 0.842452 0.995797 0.656496 1.000000 Bip01 Spine1
0 1.616868 -2.985913 45.680084 0.068605 1.073453 -0.000009 1.000000 Bip01 Spine2
0 4.569498 -0.946196 41.282448 0.064738 0.670177 0.826655 1.000000 Bip01 Spine1
0 1.242938 -3.082367 41.051338 0.044648 1.038436 -0.000006 1.000000 Bip01 Spine1
The above example doesn't have vertex blending but it does show the added parameters.
The 0 at the start of the line indicates vertex groups. A new group is started when the value is 0. If all values are 0 then there are no vertex groups. If the value is not equal to 0 then that vertex is added to the group. And the added 1.000000 parameter is the weight of the bone, 1 is full weight and 0 is no weight.
Here is a made up example since I don't have any weighted models:
Vertex List
Number of Vertices = 519
0 5.444512 -0.589811 45.021313 0.908047 0.646114 1.082143 0.250000 Bip01 Spine1
1 5.444512 -0.589811 45.021313 0.908047 0.646114 1.082143 0.750000 Bip02 Spine1
0 3.849432 -2.387472 44.683033 0.842452 0.995797 0.656496 1.000000 Bip01 Spine1
0 1.616868 -2.985913 45.680084 0.068605 1.073453 -0.000009 1.000000 Bip01 Spine2
0 4.569498 -0.946196 41.282448 0.064738 0.670177 0.826655 0.700000 Bip01 Spine1
1 4.569498 -0.946196 41.282448 0.064738 0.670177 0.826655 0.300000 Bip02 Spine1
0 1.242938 -3.082367 41.051338 0.044648 1.038436 -0.000006 1.000000 Bip01 Spine1
Also at the start of the file you need to change NFO 2.0 to NFO 2.1 to tell Jet3d this file contains weighted vertices.
It would be nice if you made a Jet3d version with weighted vertices.
Re: Blender Exporter 0.2 alpha release
@Allanon:
Thank you for the excellent info! I'll definitely check into how this relates to Blender's weighting impementation, and if possible, I will add support for it.
On another note, I've finished out my plan for a RF branch release, so this is getting back-burnered for a bit. I'll be working on it here and there, as I develop my release. I plan to finish it up shortly before, or just after, my release is ready... I'll need it for the demo.
Thank you for the excellent info! I'll definitely check into how this relates to Blender's weighting impementation, and if possible, I will add support for it.
On another note, I've finished out my plan for a RF branch release, so this is getting back-burnered for a bit. I'll be working on it here and there, as I develop my release. I plan to finish it up shortly before, or just after, my release is ready... I'll need it for the demo.
"So, what's the life of a programmer like?" "...Huh? What life?!"
RF System X:
http://www.realityfactory.info/forum/vi ... f=9&t=3599
RF System X:
http://www.realityfactory.info/forum/vi ... f=9&t=3599
Re: Blender Exporter 0.2 alpha release
rock on, this made my day. how long till both animation and model can be exported?
You have no idea how happy i am, i am working on a rf game and my milkshape trial just expired. I use anim8tor primarily but i should be able to work with blender enough to animate my models. YAY!!!
You have no idea how happy i am, i am working on a rf game and my milkshape trial just expired. I use anim8tor primarily but i should be able to work with blender enough to animate my models. YAY!!!
Re: Blender Exporter 0.2 alpha release
I can't make any promises as to when, but it hopefully won't be too long. I've been short on spare time(side effect of real life rearing it's ugly head and DEMANDING my attention...) I've also got an RF community release on my plate, and a few other things. But, it's on the to-do-pretty-soon list(I need it also.)
Last edited by Graywolf on Wed Aug 13, 2008 11:21 am, edited 1 time in total.
"So, what's the life of a programmer like?" "...Huh? What life?!"
RF System X:
http://www.realityfactory.info/forum/vi ... f=9&t=3599
RF System X:
http://www.realityfactory.info/forum/vi ... f=9&t=3599
Re: Blender Exporter 0.2 alpha release
awsome! I dont use blender yet, but when I do...I will have an exporter :3
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Re: Blender Exporter 0.2 alpha release
OK, I finally worked out how to use this, though I didn't really try, sorry.
First thing was I forgot to triangulate, but that's my fault. Second thing was I didn't know to select the armature before exporting. Once I worked that out, I tried to import with Equity, and Equity gave me some error messages which I will post in the Equity forum.
First thing was I forgot to triangulate, but that's my fault. Second thing was I didn't know to select the armature before exporting. Once I worked that out, I tried to import with Equity, and Equity gave me some error messages which I will post in the Equity forum.
Once I was sad, and I stopped being sad and was awesome instead.
True story.
True story.
Re: Blender Exporter 0.2 alpha release
I'm really sorry, but I'm not good at this stuff and I'm kinda new to this, so I apologize for have to ask for this but if I have something to export, what do I do with the file that I downloaded that allows me to export blender to reality factory?
Srry,
Nick
Srry,
Nick
Re: Blender Exporter 0.2 alpha release
It's a little tricky. An easier way would be to export to a format that Equity supports, and import it into equity. Then save as an .act
Welcome to the forums!
Welcome to the forums!
Once I was sad, and I stopped being sad and was awesome instead.
True story.
True story.
Re: Blender Exporter 0.2 alpha release
Here's the thing.Blender is all about rendering and not actual gamemaking, therefore, it's not an ideal tool for any gamemaker.I could care less who made what with the crap; they're one of a very very VERY small tiny insignificant minority.As the creator of this found out, Blender hates you.It just does....since it's built from *nix code.
The people to actually help with this is the guys o the main blender forum...but they hate you, too.You're just a stupid noob to them.
Quit trying to make blender "useful", cause it'll never happen.
The people to actually help with this is the guys o the main blender forum...but they hate you, too.You're just a stupid noob to them.
Quit trying to make blender "useful", cause it'll never happen.